Memory of a Thousand Lifetimes Deva Racial PowerEncounterNo Action PersonalTrigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the roll.Effect: You add 1d8 to the Roll

Phantom Chasm Wizard Attack 1Daily ✦ Arcane, Illusion, Implement, PsychicStandard Action Area burst 1 within 20Target: Each creature in burstAttack: +15 vs. WillHit: 2d6+9(+12) Psychic damage, and the target is prone and immobilized (tent).Miss: The target is immobilized until the end of your next turn.

Ice Storm Wizard Attack 9Daily ✦ Arcane, Cold, Implement, ZoneStandard ActionArea burst 3 within 20Target: One creatureAttack: +15 vs. FortHit: 2d8+9(+12) cold damage and the target is immobilized (SE).Miss: Half damage and the target is slowed.Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter.

Wizard’s Fury Wizard Attack 1 (Spellbook)Daily ✦ Arcane, Force, ImplementPrerequisite: You must know the magic missile at-will spellEffect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.

Web Wizard Attack 5 (Spellbook)Daily ✦ Arcane, Implement, ZoneStandard ActionArea burst 2 within 20Target: Each creature in burstAttack: +15 vs. RefHit: The target is immobilized (SE).Effect: The burst creates a zone of webs that fills the area until the end of the encounter. The zone is considered difficult terrain. Any creature that ends it’s move in the web is immobilized (SE).

Wall of Fire Wizard Attack 9 (Spellbook) Daily ✦ Arcane, Conjuration, Fire, ImplementStandard ActionArea wall 8 within 10Effect: You conjure a wall the consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and 4 squares high. The wall lasts until the end of your next turn. Any creature that starts it’s turn adjacent to the wall takes 1d6+6 fire damage. If a creature moves into the walls square or starts it’s turn there, the creature takes 3d6+6 fire damage. Entering a square occupied by the wall costs 3 squares of movement. The wall blocks line of sight.Sustain Minor: The wall persists.

Utility Spells

Shield Wizard Utility 2Encounter ✦ Arcane, ForceImmediate Interrupt PersonalTrigger: You are hit by an attack.Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Fire Shield Wizard Utility 6Daily ✦ Arcane, FireMinor Action PersonalEffect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a create makes a melee attack against you, it takes 2d6+6 fire damage. No creature can take this damage more than once per turn.

Moonstride Wizard Utility 2 (Spellbook)Encounter ✦ Arcane, FireImmediate Reaction PersonalTrigger: An enemy moves adjacent to you.Effect: You become insubstantial until the end of your next turn. Then you shift 2 squares.

Wizard’s Escape Wizard Utility 6 (Spellbook)Encounter ✦ Arcane, TeleportationImmediate Interrupt PersonalTrigger: An enemy hits you with a melee attack.Effect: You teleport 5 squares to a space that is not adjacent to an enemy.

Witch’s Reversal Wizard Utility 10 (Spellbook)Daily ✦ ArcaneFree Action PersonalTrigger: You use an Arcane attack power and miss with at least 2 of the power’s attack rolls.Effect: Reroll the attack rolls that missed their targets and use the new results.

+1 Deathstalk Dagger Weapon: DaggerEnhancement: Attack and damage rollsCritical: +1d6 necroticPower (At-Will Daily): Free Action. Use this power when you hit with the dagger. The target takes ongoing 5 necrotic damage(SE). Saves made to end this effect take a -2 penalty.

+3 Deathburst Drowmesh Armor: LeatherEnhancement: ACProperty: You automatically save against ongoing necrotic damage.Power (Daily Necrotic): Minor Action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 necrotic damage.

+2 Periapt of Cascading Health Item Slot: neckEnhancement: +2 to Fort, Ref, WillPower (Encounter): Minor Action. You end one condition that a save can end.

Icepatch (lvl 9) Power (Consumable Ice) Standard Action. You apply Icepatch to an adjacent unoccupied square. When a creature moves into that square, the Icepatch makes an attack against the create as an immediate reaction: +12 vs. Ref; on a hit, 1d8 cold damage and the target is immobilized until the end of it’s next turn. Icepatch can be detected with a DC 20 perception check. A creature that flies or jumps over the square does not trigger the Icepatch.

Flamebane Bomb(lvl 8) Power (Consumable) Standard Action. Effect: Blue Liquid spreads in an area burst 1 within 10 and causes the following effects:
Creatures in the area that are taking ongoing fire damage can make a saving through at a +2 bonus against the effect.
Natural fires in the area are extinguished.
You make an attack against any creatures in the area with a fire aura: +11 vs. Ref; on a hit the target’s fire aura is deactivated and can’t be reactivated until the end of the target’s next turn.
You make an attack against any fire zone in the area: +11 vs. the Reflex of the creator of the zone; on a hit, the zone is destroyed and it’s effect ends, including any effect that normally lasts until a target saves.

Tanglefoot Bag (lvl 7) Power (Consumable) Standard Action. Make an attack: Ranged5/10; +10 vs. Ref; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of it’s next turn.

XP: 26,000

Bio:

Height:

Weight:

Age:

6’6”

215 lbs

2247 (soul)

Eyes:

Hair:

Skin:

Orbs of White

White

Smoke grey (almost black) with light grey tribal patterns

Description

A tall figure with nearly black skin and pale grey accents stands before you in well worn leathers. His cloak shows the remains of the countless roads he has traveled. His white eyes are clearly visible from that shadow made by his cowl. He carries what appears to be a simple wand, a dagger at his belt, black leather armor, googles hiked up on his brow, and a small jewel hanging from a chain about his neck.

Brief Background

Incarnated in the lands of Iso’Latarin a scant 4 years ago, SOL was found by traveling wizard and brought back to Kya. The wizard trained SOL in the arts of wizardry when SOL was denied entry into the Karsari Warmage Academy. Upon his mentor’s death, SOL took up his business and leads expeditions to Iso’Latarin and lends his magical prowess to deal.

Personality

SOL is polite and well mannered (if somewhat aloof) and enjoys speaking of all things arcane.